• Title/Summary/Keyword: User Emotion Information

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Design and Implementation of Location Recommending Services using Personal Emotional Information based on Collaborative Filtering (개인 감성정보를 이용한 협업 필터링 기반 장소 추천 서비스 설계 및 구현)

  • Byun, Jeong;Kim, Dong Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.8
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    • pp.1407-1414
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    • 2016
  • In this study, we develop that Location Recommending System using personal emotion information based on Collaborative Filtering. Previous Location Recommending System recommended a place visited by the user of the rating or the pattern of location for the user place. These systems are not high user satisfaction because that dose not consider the user status or have not objectively the information. Using user's personal emotion information to recommend a high-affinity users who have visited the place felt similar emotions objectively can improve user satisfaction with the place. In this study, a user using a mobile application directly register the recognized emotion information using the current position and bio-signal, and using the registered information measuring the similarity of user with a similarity emotion, predicts a preference for the place it is recommended to emotional place. The system consists of a user interface, a database, a recommendation module.

User's Emotion Modeling on Dynamic Narrative Structure : towards of Film and Game (동적 내러티브 구조에 대한 사용자 감정모델링 : 영화와 게임을 중심으로)

  • Kim, Mi-Jin;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.103-111
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    • 2012
  • This paper is a basic study for making a system that can predict the success and failure of entertainment contents at the initial stage of production. It proposes the user's emotion modeling of dynamic narrative on entertainment contents. To make this possible, 1) dynamic narrative emotion model is proposed based on theoretical research of narrative structure and cognitive emotion model. 2) configuring the emotion types and emotion value, proposed model of three emotion parameter(desire, expectation, emotion type) are derived. 3)To measure user's emotion in each story event of dynamic narrative, cognitive behavior and description of user(film, game) is established. The earlier studies on the user research of conceptual, analytic approach is aimed of predicting on review of the media and user's attitude, and consequently these results is delineated purely descriptive. In contrast, this paper is proposed the method of user's emotion modeling on dynamic narrative. It would be able to contributed to the emotional evaluation of entertainment contents using specific information.

An Emotion-based Image Retrieval System by Using Fuzzy Integral with Relevance Feedback

  • Lee, Joon-Whoan;Zhang, Lei;Park, Eun-Jong
    • Proceedings of the IEEK Conference
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    • 2008.06a
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    • pp.683-688
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    • 2008
  • The emotional information processing is to simulate and recognize human sensibility, sensuality or emotion, to realize natural and harmonious human-machine interface. This paper proposes an emotion-based image retrieval method. In this method, user can choose a linguistic query among some emotional adjectives. Then the system shows some corresponding representative images that are pre-evaluated by experts. Again the user can select a representative one among the representative images to initiate traditional content-based image retrieval (CBIR). By this proposed method any CBIR can be easily expanded as emotion-based image retrieval. In CBIR of our system, we use several color and texture visual descriptors recommended by MPEG-7. We also propose a fuzzy similarity measure based on Choquet integral in the CBIR system. For the communication between system and user, a relevance feedback mechanism is used to represent human subjectivity in image retrieval. This can improve the performance of image retrieval, and also satisfy the user's individual preference.

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A Design of real sound recommendation service based-on User's preference, emotion and circumstance (사용자 취향, 감성 및 상황인지 기반 음원 추천 서비스 구현)

  • Jung, Jong-Jin;Lim, Tae-Beom;Lee, Seok-Pil
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.689-691
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    • 2011
  • Due to the rapid development of Information and communication, the technology of multimedia presentation technology is evolving into the service that user can actively, realistically enjoy and play based on user's preference and taste not only for User's passive service. Especially, the industry related the realistic multimedia service that supports targeting Human emotion with the property of Human hearing is expected to be formed of the high value-added premium market. Audio technology is affected on human's emotion and the viewing environment around than video technology. Also the audio technology compared to video technology is a research part that appeals to human emotion and emphasize on psychological aspects. With this viewpoint, the development of intelligent and realistic audio technology needs highly specialty. In this study, "intelligent real-sound presentation technology" that support high quality and realistic audio and the "core technologies" that are composing of this will be introduced.

A Study on Image Recommendation System based on Speech Emotion Information

  • Kim, Tae Yeun;Bae, Sang Hyun
    • Journal of Integrative Natural Science
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    • v.11 no.3
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    • pp.131-138
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    • 2018
  • In this paper, we have implemented speeches that utilized the emotion information of the user's speech and image matching and recommendation system. To classify the user's emotional information of speech, the emotional information of speech about the user's speech is extracted and classified using the PLP algorithm. After classification, an emotional DB of speech is constructed. Moreover, emotional color and emotional vocabulary through factor analysis are matched to one space in order to classify emotional information of image. And a standardized image recommendation system based on the matching of each keyword with the BM-GA algorithm for the data of the emotional information of speech and emotional information of image according to the more appropriate emotional information of speech of the user. As a result of the performance evaluation, recognition rate of standardized vocabulary in four stages according to speech was 80.48% on average and system user satisfaction was 82.4%. Therefore, it is expected that the classification of images according to the user's speech information will be helpful for the study of emotional exchange between the user and the computer.

Emotion sharing system of RESTful-based using emotion information and location information of the users (사용자의 위치정보와 감성정보를 이용한 RESTful방식의 감성공유 시스템)

  • Jung, Junho;Kim, Dong Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.1
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    • pp.162-168
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    • 2014
  • In this study, we propose a emotion sharing system that is sharing users emotion change according to the location of the user where users was shared his emotion information and to the emotion. The system consists of a emotion sharing server and mobile smartphone apps. Emotion smartphone app represent status of emotion and location of users who wants to share emotion at map services based the Google Map API. Emotion sharing server was implemented using a RESTful way to allow emotion sharing between different variety platform besides mobile platforms. Emotion information that is exchanged on a emotion sharing server is stored in an XML fromat. We were confirm emotion sharing system that it could be sharing moving emotion change according to the user's location through map service.

A User Emotion Information Measurement Using Image and Text on Instagram-Based (인스타그램 기반 이미지와 텍스트를 활용한 사용자 감정정보 측정)

  • Nam, Minji;Kim, Jeongin;Shin, Juhyun
    • Journal of Korea Multimedia Society
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    • v.17 no.9
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    • pp.1125-1133
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    • 2014
  • Recently, there are many researches have been studying for analyzing user interests and emotions based on users profiles and diverse information from Social Network Services (SNSs) due to their popularities. However, most of traditional researches are focusing on their researches based on single resource such as text, image, hash tag, and more, in order to obtain what user emotions are. Hence, this paper propose a method for obtaining user emotional information by analyzing texts and images both from Instagram which is one of the well-known image based SNSs. In order to extract emotional information from given images, we firstly apply GRAB-CUT algorithm to retrieve objects from given images. These retrieved objects will be regenerated by their representative colors, and compared with emotional vocabulary table for extracting which vocabularies are the most appropriate for the given images. Afterward, we will extract emotional vocabularies from text information in the comments for the given images, based on frequencies of adjective words. Finally, we will measure WUP similarities between adjective words and emotional words which extracted from the previous step. We believe that it is possible to obtain more precise user emotional information if we analyzed images and texts both time.

Development of real-time reactive emotion image contents player system to induce the user's emotion (사용자의 감성을 유도하는 실시간 반응형 감성 이미지 콘텐츠 플레이어 시스템 개발)

  • Lee, Haena;Kim, Dong Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.1
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    • pp.155-161
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    • 2014
  • This study presents the real-time emotion image contents player to induce the user's emotion efficiently. The emotion image contents player was designed to efficiently induce by giving a change in the color, brightness, saturation of image contents corresponded to the user's emotion. In the emotion recognition module, physiological signal of pulse, skin temperature, skin resistance which based on autonomic nervous system were used. The emotion recognition part used physiological signal of pulse, skin temperature, skin resistance based on autonomic nervous system. The image as emotional contents was used with the 9 kinds emotion area classified in international affective picture system(IAPS). As experimental results, the use's emotion that match the image's emotion with the emotion image contents player was derived 10% more accurately. The emotion contents player is expected to increase emotional feeling between users's emotion and contents emotion duo to the real-time emotion reflection.

Social Network Based Music Recommendation System (소셜네트워크 기반 음악 추천시스템)

  • Park, Taesoo;Jeong, Ok-Ran
    • Journal of Internet Computing and Services
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    • v.16 no.6
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    • pp.133-141
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    • 2015
  • Mass multimedia contents are shared through various social media servies including social network service. As social network reveals user's current situation and interest, highly satisfactory personalized recommendation can be made when such features are applied to the recommendation system. In addition, classifying the music by emotion and using analyzed information about user's recent emotion or current situation by analyzing user's social network, it will be useful upon recommending music to the user. In this paper, we propose a music recommendation method that makes an emotion model to classify the music, classifies the music according to the emotion model, and extracts user's current emotional state represented on the social network to recommend music, and evaluates the validity of our method through experiments.

An Empirical Study for the Effects of Game Characteristics on Emotion and Customer Satisfaction in Game Portal Site (게임 특성이 게임포털 사이트에 대한 감정과 고객만족에 미치는 영향에 관한 연구)

  • Kim, Eun-Jung;Jang, Hyeong-Wook;Kim, Jong-Weon
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.5
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    • pp.23-38
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    • 2007
  • Since the players in online games seek fun, emotional aspects may be important factors in the pleasure-oriented information systems. This study attempted to verify the effects of characteristic factors of games (fun, challenge, compensation, and diversity) on emotion and customer satisfaction in game portal sites. The study established the research model on the foundation of precedent researches related to online games, emotion, and customer satisfaction. The study conducted online and offline survey on individuals with experiences in using online game portal sites. 206 samples were used to test the research hypotheses. By using Structural Equation Modeling, The study found the following results. First, it was revealed that characteristics of games had positive effects on emotion in game portal sites and indirect effects on user satisfaction. Second, the study analyzed the difference between low user group and high user group. It was revealed that the characteristics of games had positive effects on emotion in the low user group, but only challenge factor influenced on emotion in the high user group.

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